Yu-Gi-Oh! Duel Monsters GX - Duel Box 1: Booklet Lineart 2 - Sho Marufuji (Syrus Truesdale) - Cycroid - Patroid - Gyroid - Steamroid - Drillroid - UFOroid

#dc comics#dc#tim drake#batman#dick grayson#bruce wayne#batfam#dc fanart#batfamily




seen from Canada
seen from Bolivia
seen from India
seen from United States

seen from United States

seen from United States

seen from United States

seen from Bulgaria
seen from United States

seen from Mexico
seen from Australia
seen from Canada
seen from Yemen
seen from United States
seen from Bolivia
seen from United States

seen from United Kingdom
seen from United States
seen from China
seen from United States
Yu-Gi-Oh! Duel Monsters GX - Duel Box 1: Booklet Lineart 2 - Sho Marufuji (Syrus Truesdale) - Cycroid - Patroid - Gyroid - Steamroid - Drillroid - UFOroid
Steamroid
“If this card attacks an opponent’s monster, this card gains 500 ATK during the Damage Step only. If this card is attacked by an opponent’s monster, this card loses 500 ATK during the Damage Step only.”
Megaroid City
Steamroid ———————————————— If this card attacks an opponent's monster, this card gains 500 ATK during the Damage Step only. If this card is attacked by an opponent's monster, this card loses 500 ATK during the Damage Step only. ———————————————— Can Be Found In: Cybernetic Revolution (CRV-EN008), Starter Deck: Syrus Truesdale YSDS-EN015), Battle Pack 2: War of the Giants (BP02-EN037), Dark Revelation Volume 4 (DR04-EN008)
Monsters technically have a limit of how high their stats can reach depending of their Level. While high Level creatures will obviously become the strongest and Normal Monsters will compensate their lack of effects with solid stats, a low Level creature might still become powerful in battle but will compensate with a series of drawbacks. These monsters might have stats enough to confront any monsters or boosting effect to achieve the same results, but in return they might have a negative that will make them either not that reliable or easy to take down on the next turns. But besides their risks, an easy to summon creature with strength enough to defeat several enemies can turn the tables in early or mid game.
"Steamroid" is one of the most respectable Vehicroids as provides an effective ability but a flaw which fortunately is easy to cover. When "Steamroid" attacks its ATK will increase by 500 ATK during the Damage Step, but if attacked by an opponent monster will lose the same quantity instead. So by default, "Steamroid" becomes a 2300 ATK creature which can easily take down many threats on its own, but once our turn ends we must be prepared to weaken itself into a 1300 ATK creature. Despite its frail position on the board once our turn ends, "Steamroid" is a solid choice to keep the pressure specially with the improvement of its archetype as well other choices to work arround its biggest problem.
Compared to other monsters with high ATK to rely on, "Steamroid" gains a lot of supporting options to become quickly available. The Vehicroid archetype gained several options to look for "Steamroid" as quick as possible, mainly by the assistance of "Mixeroid" and "Megaroid City" trading our cards to look for this monster. If we also add other Machine options such as "Revolving Switchyard" and "Geargiauger", we further increase the odds to add "Steamroid" in our hand. Vehicroids have some focus arround Fusion Summons, so if we have "Super Vehicroid Jumbo Drill" in our Extra Deck we can also obtain "Steamroid" with the help of cards like "Fusion Conscription" and "Fusion Reserve" for its main purpose or use it as material. Since "Steamroid" weakening effect might make it have a brief pressence on the board we don't have to worry, as cards like "Iron Call" will revive it later on for other purposes, while "Expressroid" will bring it back to our hand instead along other Roid.
Clearly "Steamroid" main purpose is to be on the offense, with 2300 ATK being sufficient to take down many monsters on its own. We can use further assistance by boosts coming from cards like "Limiter Removal" and "Solidarity", but that will be mostly reserved against the strongest threats on the board if any. While "Steamroid" will often become a sure hit against weaker enemies and certain annoyances, we must be a bit careful from the opponent once their turn stars due "Steamroid" weakening effect. If our field is strong enough the loss of "Steamroid" might not be that severe, but otherwise we might need some coverage to protect "Steamroid" until our next turn to keep attacking with its boosted ATK. Cards like "Enemy Controller" and "Book of Moon" will deny any incoming attacks as well prepare the biggest threats to be easily taken down in battle, while "Forbidden Chalice" will briefly negate "Steamroid" effects along a small ATK boost to catch the opponent off guard. The final option is to use "Steamroid" as material after the Battle Phase, easy to achieve by either gathering other monsters for a Xyz or Link Summon, or working along the Fusion options arround the archetype to bring hard to take down creatures like "Super Vehicroid - Mobile Base".
"Steamroid" is often seen as one of the best options when comes to low Level offensives to choose from despite the usual weaknesses of its kind. Highly supported by many sources including its own archetype, "Steamroid" becomes quickly available when needed the most as well some resources to either cover its weakness or have other purposes during the Duel. If left on its own it won't last for too long as many small monsters can easily defeat a 1300 ATK "Steamroid", but the big impact it will cause on the board during the first turns as well some solid coverage and setups to work along with makes it a dependable Vehicroid on its own archetype or along Decks running in a budget.
Personal Rating: A-
+ Gains ATK when attacks an opponent monster + Highly supported + Solid coverage arround its negative effect as well various setups as material
- Loses ATK if attacked by an opponent monster - Brief pressence on the field unless with support
Super Vehicroid Jumbo Drill ———————————————— "Steamroid" + "Drillroid" + "Submarineroid" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. ———————————————— Can Be Found In: Power of the Duelist (POTD-EN036)
Vehicroids were one of the first archetypes to considerably improve Fusion Summons along other monsters like HERO and "Cyber Dragon". However, when compared to those builds Vehicroids underperform to either stand out with their Fusion Monster or preparing their most expensive choices. Still that doesn't mean that the archetype is not functional, as they have key cards to turn their Fusions into powerful creatures capable to confront any threat on the field.
"Super Vehicroid Jumbo Drill" is often the main option when comes to Fusion builds arround the archetype. "Super Vehicroid" has a simple yet effective ability in which deals piercing damage against defensive creatures, so combined with its high ATK is already a powerful creature to take down stalling opponents with. However, this ability might not seem outstanding given the fact "Super Vehicroid" can only be summoned with three specific materials. But like many Vehicroids is the support that can work along with that will reach its peak performance.
Fortunately, the three monsters required for its Fusion Summon can perform efficiently on their own until we can bring out "Super Vehicroid Jumbo Drill". While cards like "King of the Swamp" and "Fusion Reserve" can assist us obtaining the traditional "Polymerization", the main choice to go with this Fusion Summon will be "Vehicroid Connection Zone" as will turn "Super Vehicroid" invulnerable against any removal effects including our own. This factor will allow us to shortcut all preparatives by working along "Chain Material", a Trap able to banish the required materials from anywhere including our Deck and/or Graveyard, while the Spell Card will ignore its drawback of destroying "Super Vehicroid" during the End Phase. Outside this staple combo we can instead go with "Power Bond", performing a normal Fusion Summon with the bonus of doubling the Fusion's ATK so we can assure lethal damage with a single attack. When its comes to the materials themselves they are perfectly covered from early to late game, going from "Gear Gigant X" and "Fusion Conscription" adding them to our hand, to "Expressroid" and "Iron Call" recovering them from our Graveyard in later turns.
"Super Vehicroid Jumbo Drill" has a very simple purpose, but as mentioned is the effects that works along with that makes it a serious menace. With "Vehicroid Connection Zone" being the main option to Fusion Summon it, "Super Vehicroid" becomes very difficult to take down as cards like "Forbidden Lance" and "Effect Veiler" takes care or the few remaining weaknesses. With the Spell also protecting it from our own cards, we can go from "Torrential Tribute" clearing the field to attack directly to doubling its stats by "Limiter Removal" without being destroyed at the end of our turn. Everything else is up to its attacks, as either takes down any monsters weaker than itself or punishes defensive opponents by piercing damage.
If judged on its own, "Super Vehicroid Jumbo Drill" is not that outstanding compared to many other Fusion Monsters. However, things are very different once we check all the options available from start to finish, going from "Chain Material" completely skipping any preparatives to "Vehicroid Connection Zone" making it invincible against many common threats. Combine these options with its piercing attacks and "Super Vehicroid Jumbo Drill" easily becomes the boss monster of the archetype. In resume, "Super Vehicroid" might seem an underdog Fusion with plain effects yet expensive requeriments, but once we work along its options makes it one of the most resilient monsters the archetype can offer.
Personal Rating: A-
+ Deals piercing damage with its attacks + Highly supported to be quickly summoned and/or gain protection against destructive effects
- Expensive summon - Kinda underwhelming if is not summoned by "Vehicroid Connection Zone"
Best Level Four Machine - Round 4 Match 19
choose your favorite
Truckroid
Steamroid
Best Level Four Machine - Round 3 Match 38
choose your favorite
Steamroid
Mixeroid
Best Level Four Machine - Round 2 Match 75
choose your favorite
Steamroid
Drillroid